Character

Game

Tales of Maj'Eyal: Age of Ascendancy 1.5.10

Addons

'Purists' Breeding Pits Restoration Project 1.2.3

Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content.

Embers Races for Maj'Eyal Campaign 1.4.4

Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome.

DarkGod pretty much showed me how to do this, so thank you!

Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC.
Embers of Rage DLC is required for this to work!

I'm still new at this, so let me know if there are any issues and I'll try to sort them out.

V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before.

Das Blinkenlights 1.3.0

Embers of Rage 1.5.0

Official Expansion!

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

Features:

Explore a whole new campaign from level 1 to 50, one year after the events of the original Tales of Maj'Eyal campaign. Liberate the Orcs (or die trying) by rising up against the Sunwall, the Steam Giants of Atmos, and other dangers that may lie in wait...

Play as one of three new races: the battle-hardened Orcs, the brutal Yetis, and the unstoppable Whitehooves. Discover their stories, their pains, their hopes... and their awesome racial powers!

Risk your life in over 20 unique zones! Explore the ruins of a lost city, lay siege to the Sunwall forces at the Gates of Morning, and raid the Steam Giants' mining quarry - each has its own unique foes and hazards, leading each to feel and play different from the others.

Play as one of the three new tinker classes: Gunslingers, Sawbutchers, and Psyshots! Crush and rend your foes with heavy metal, electrocute and immolate them with your gadgets, charge across the battlefield or nimbly strafe in style - each plays differently, and none provide any shortage of ways to slay your foes.

Master steam technology to build powerful tinkers to augment your equipment. Need to close in a bit quicker? Turn your boots into rocket boots! Having a hard time deciding whether to shoot someone or stab them? Build a Hand Cannon into your gloves, or deploy a Weapon Automaton to do the stabbing for you! If you have a problem, steamtech has a solution, usually involving explosions; with over 80 different powerful contraptions to craft, enjoy unparalleled versatility and trying something different with every playthrough.

Master the tactical uses of over 140 talents! Fire bouncing trick-shots and psychic-infused shots, use your steamsaws as shields or wheels, terrify your foes with long mechanical arms - there are no "boring" talents here, everything has its own special applications and properties!

Use advanced technology in the world of Eyal! Burrow through sand, plant bombs to destroy tunnels, and discover that you aren't alone in using it...

Infusions and runes are for puny humans; implant new medical injectors to pump an array of experimental chemicals into your body! Injectors can use any (infinitely reusable) salve in your inventory as long as they're off their cooldown, giving you versatility you've wished you could get with a couple of inscriptions.

Loot over 70 new and powerful artifacts. Pump lead into foes with big guns, quick guns, and explosive guns! Shred them with saws that maim, saws that thirst for blood, and saws that aren't really saws! Violate common sense by strapping a rocket to your back and calling it a jetpack!

Enjoy dying in horrible and exotic ways at the hands (or claws, jaws, guns...) of over 140 new creatures! Not mere piles of stats and chain-stuns, these foes will provide unique challenges - suffer the Sunwall's newest cosmic spells, the new breeds of ritches that infest and multiply, the Steam Giants' elaborate defense systems, and find new strategies to adapt to each!

Earn a trunkload of achievements! Have your accomplishments recognized for liberating the Orcish people, displaying exceptional mercy or cruelty, or showing your prowess with impressive feats! Give a boss a fate worse than death, show Sunwall forces how frustrating it is to fight a Radiant Horror as a paladin, come out on top against impossible odds, display a suicidal lack of situational awareness, and wear a badge of pride or shame for each!

Read roughly 27,000 words of new lore to immerse yourself in the world! Learn how things have changed since the Scourge's campaign, feel hatred and/or pity for your foes, uncover grand schemes and sinister plots, and notice the elaborate connections between Var'Eyal's numerous factions. Every zone has a story behind it, and every story ties into a bigger picture; enjoy a tale of horror and humor, of intrigue and glory, of despair and hope.

Earn the right to use the classic (and Ashes of Urh'Rok) classes in Embers of Rage, and the new tinker classes in Maj'Eyal! Play a Brawler in the East to fulfill your life-long dream of suplexing an entire nation of giants, or play a Sawbutcher in Maj'Eyal to shred through Dreadfell in a whirlwind of sawblades and steam!

Infinite Dungeon Variety 1.3.1

This addon is fairly simple.
It adds variety to the Infinite Dungeon!
... oh, want more information? Alrighty.

In it's current version, it randomly swaps out the grid files (which are the tile-sets/how your map looks) and layouts of every floor.

Additionally, floors will steadily get larger (and enemy counts will rise as a result) the deeper you go.
---

NOTES

The first floor is always a basic dungeon.
Currently, you may find doors that don't properly blend into adjacent tiles. This is due to not all sets of grid files actually coming with a built-in door, and them instead using the Basic one.
Signposts will always use the basic floor.
Not all layouts support vaults, so for those of you that like diving into instant death, you may be forced to hold yourself back.

Possessor Bonus Class 1.5.4

Faster Run/Rest/Explore 1.0.6

Important: this addon will have no effect if left unconfigured! Please read the description!

Recommended settings:

hit escape -> video options

Requested FPS: 30

Resting divider: 10

Running divider: 5

Description:

Enables faster run/resting by use of FPS dividers.

These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers.

Changelog:

No more ambient 1.0.0

Ashes of Urh'Rok 1.5.0

Official Expansion!

Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?

Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents. Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore.

Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies. Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless.

Two new zones, with all-new art, foes, and bosses! You've seen the plains of the Fearscape before, now see the lairs and headquarters of the demons themselves!

Over 10,000 words of written lore to find! The demons were once an enlightened, peaceful race, hailing from a distant planet known as Mal'Rok; learn what drove them to plot Eyal's eternal torture! Discover monuments to each of the demonic species and noteworthy individuals, showing the place of honor each has among them! Get a glimpse into the culture and daily lives of these sadistic invaders and their brainwashed thralls!

Unlock a new race, Doomelves: Shalore who've taken to the demonic alterations especially well, corrupting their typical abilities into a darker form. Blink away to safety, transform into a shadowy dúathedlen to hide in the shadows or prey on your foes with blasts of darkness, use your new resilience to soak up status effects and critical hits, and assault your enemies' minds to leave them unsteady in combat!

Between the aforementioned classes and Doomelves, a whopping 75 new talents!

20 new artifacts, with unique and interesting effects. Collect the Obsidian Treasures to amass more and more power! Slip your hands into the Will of Ul'Gruth and watch your sweeping blows smash down walls! Wear a giant hideous hell-mouth as a fashionable belt!

7 new achievements! Conquer the worst Urh'Rok's forces can throw at you, and hang their metaphorical skulls from your profile page!

Forbidden Cults 1.5.9

Official Expansion!

Not all adventurers seek fortune, not all that defend the world have good deeds in mind.
Lately the number of sightings of horrors have grown tremendously. People wander off the beaten paths only to be found years later, horribly mutated and partly insane, if they are found at all. It is becoming evident something is stirring deep below Maj'Eyal.
That something is you.

Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!

Forbidden Cults makes two new classes available to play:

Writhing One: Give in to the corrupting forces and turn yourself gradually into an horror, summon horrors to do your bidding, shed your skin and melt your face to assault your foes. With your arm already turned into a tentacle, what creature can stop you?

Cultist of Entropy: Using its insanity and control of entropic forces to unravel the normal laws of physic this caster class can turn healing into attacks and call upon the forces of the void to reduce its foes to dust.

Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.

Forbidden Cults makes two new races available to play:

Drem: A corrupt subrace of dwarves, that somehow managed to keep a shred of sanity to not fully devolve into mindless horrors. They can enter a frenzy and even learn to summon horrors.

Krog: Ogres transformed by the very thing that should kill them. Their powerful attacks can stun their foes and they are so strong they can dual wield any one handed weapons.

Forbidden Cults adds many new zones for you to explore and die in:

Kroshkkur: An ancient Sher'tul Fortress laying half in ruins that serves as a focal point, and home, for all kinds of creatures seeking lost knowledge.

The Maggot: A huge living corrupted worm about to destroy Kroshkkur! Teleport inside and save your sanctuary of horrors!

The Scourge Pits: On the south of the Iron Throne lays a fool pit of ... -- redacted by corrupt forces --

Forbidden Tomes: Find special artifact books of ancient lore. But, read at your own peril, for the story they tell may very well suck you in... quite literally.
Maybe you will even find The One That Writes...

Occult Egress: A strange, extremely old, contraption of unknown origin. It seems to require some kind of code sequence to activate. Maybe you will find some during your adventures?

The Entropic Void: So you think you are strong? Powerful? Invulnerable? In the end, entropy always wins, as you will learn...

What would an expansion about horrors be without a bunch of new horrors to torment you with? Please give a warm welcome to:

Class Talents

Effective talent level: 3.9Use mode: ActivatedSouls cost: 1Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush and consume one of your captured souls, healing you for 453 life and restoring 151 mana.
The life and mana healed will increase with your Spellpower.

Consume Soul

3/5

Effective talent level: 3.9Use mode: PassiveCooldown: 0Description: Your hunger for souls grows ever more. When you kill a creature you rip away its animus with great force, granting you a 75% chance to gain one additional soul.
In addition you are able to store 6 more souls.

Animus Hoarder

3/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 46.8Souls cost: 2Range: 6Cooldown: 24Travel Speed: 2000% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Try to crush the soul of your foe, doing 154.65 darkness damage (that can never kill the target).
If the target is left with less than 12% life you try to take control of its body.
Should this succeed the target becomes your permanent minion (unaffected by your aura) and you regain 2 souls.
Husks prossess the same abilities as they had in life (affected by Dark Empathy), are healed to full when created but can never heal or be healed by any means.
Only one husk can be controlled at any time, if this spell is cast again it will dispell the previous husk, even if no new one is created.
Bosses, other undeads and summoned creatures can not be turned into husks.
The damage and chance will increase with your Spellpower.

Animus Purge

1/5

Effective talent level: 2.6Use mode: ActivatedMana cost: 20.8Souls cost: 2Range: melee/personalCooldown: 32Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Crush and consume two souls to empower your next 2 spells, granting them a special effect.
Affected spells are:
- Undeath Link: in addition to the heal a shield is created for half the heal power
- Create Minions: allows you to summon 2 more minions
- Assemble: allows you to summon a second bone golem
- Invoke Darkness: becomes a cone of darkness
- Shadow Tunnel: teleported minions will also be healed for 30% of their max life
- Cold Flames: freeze chance increased to 100%
- Ice Shards: each shard becomes a beam
- Consume Soul: effect increased by 50%

Essence of the Dead

2/5

Spell / Necrosis

1.30

Effective talent level: 3.9Use mode: SustainedSustain mana cost: 30Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: The line between life and death blurs for you; you can only die when you reach -175 life.

Blurred Mortality

3/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 62.4Range: 7Cooldown: 40Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Your target's doom draws near. Its healing factor is reduced by 80%, and will take 97% of its remaining life (or 515.04, whichever is lower) over 10 turns as arcane damage.
The damage will increase with your Spellpower.

Impending Doom

1/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 31.2Range: melee/personalCooldown: 29Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Absorb up to 50% of the maximum life of each of your necrotic minions (even negative life, possibly destroying them). This will heal you for the greatest amount absorbed.
The healing will increase with your Spellpower.

Undeath Link

1/5

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 150Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: This is your true goal and the purpose of all necromancy - to become a powerful and everliving Lich!
If you are killed while this spell is active, the arcane forces you unleash will be able to rebuild your body into the desired Lichform.
All liches gain the following intrinsics:
- Poison, cut, and fear immunity.
- 100% disease and stun resistance.
- 20% cold and darkness resistance.
- No need to breathe.
- Infusions do not work.
Also:
At level 1: -3 to all stats, -10% to all resistances. Such meagre devotion!
At level 2: Nothing.
At level 3: +3 Magic and Willpower, +1 life rating (not retroactive).
At level 4: +3 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, Celestial/Star Fury category (0.7) and 0.1 negative energies regeneration.
At level 5: +5 Magic and Willpower, +2 life rating (not retroactive), +10 spell and mental saves, all resistance caps raised by 10%, Celestial/Star Fury category (0.9) and 0.5 negative energy regeneration.
At level 6: +6 Magic, Willpower and Cunning, +3 life rating (not retroactive), +15 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.1) and 1.0 negative energy regeneration.
At level 7: Your power becomes overwhelming! +12 Magic, Willpower and Cunning, 60% chance to ignore critical hits, +4 life rating (not retroactive), +35 spell and mental saves, all resistance caps raised by 15%, Celestial/Star Fury category (1.3) and 1.0 negative energy regeneration.
The undead cannot use this talent.
While active, it will drain 4 mana per turn.
Once you die and turn into a Lich you can not invest any more in this talent.

Lichform

0/5

Spell / Shades

1.30

Effective talent level: 1.3Use mode: ActivatedMana cost: 26Range: 10Cooldown: 32Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround your minions in a veil of darkness. The darkness will teleport them to you, and grant them 38% evasion for 5 turns.
The evasion chance will increase with your Spellpower.

Shadow Tunnel

1/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 52Range: 10Cooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Reaches through the shadows into quieter places, summoning 2 harmless creatures.
Those creatures are then cursed with a Curse of Hate, making all hostile foes try to kill them.
If the summoned creatures are killed by hostile foes, you have 70% chance to gain a soul.

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 50Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with Frostdusk, increasing all your darkness and cold damage by 3.4%, and ignoring 17% of the darkness resistance of your targets.
In addition, all darkness damage you take heals you for 15% of the damage.

Effective talent level: 3.9Use mode: PassiveCooldown: 0Description: Your dark power radiates further as you grow stronger. Increases the radius of your necrotic aura by 4, and reduces the decay rate of your minions outside the aura by 3%.
At level 3, necrotic minions inside your aura have a 25% chance to refund their soul on death. If a minion turns into a will o' the wisp then the wisp will have that chance instead.

Aura Mastery

3/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 46.8Range: melee/personalCooldown: 32Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: A surge of power radiates to all your minions, increasing their Physical Power, Spellpower and Accuracy by 17, their Armour penetration by 14 and their critical hit chance by 7 for 6 turns.
The effects will increase with your Spellpower.

Surge of Undeath

1/5

Effective talent level: 1.3Use mode: PassiveCooldown: 0Description: You share your powers with your minions, granting them 24% of your resistances and saves.
In addition all damage done by your minions to you or your other minions is reduced by 20%.
The effect will increase with your Spellpower.

Dark Empathy

1/5

Spell / Grave

1.30

Effective talent level: 2.6Use mode: ActivatedMana cost: 31.2Range: 7Cooldown: 13Travel Speed: 400% of baseUsage Speed: Spell (100% of a turn)Is: a spellDescription: Conjures up a bolt of cold that moves toward the target and explodes into a chilly circle of death, doing 139.07 cold damage in a radius of 3.
The damage will increase with your Spellpower.
Additionally, when Will o' the Wisp is sustained, minions killed by this spell will spawn Wisps.

Chill of the Tomb

2/5

Effective talent level: 1.3Use mode: SustainedSustain mana cost: 60Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Surround yourself with undead energies. When one of your minions is destroyed while inside your necrotic aura, it has a 43% chance to create a will o' the wisp.
The will o' the wisp will take a random target in sight and home in on it. When it reaches the target, it will explode for 128.47 cold damage.
The damage will increase with your Spellpower.

Effective talent level: 1.3Use mode: ActivatedMana cost: 41.6Range: 6Cooldown: 26Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Dark fumes erupt from the ground for 5 turns. Any creature entering the circle will receive either a bane of confusion or a bane of blindness.
Only one bane can affect a creature.
Banes last for 4 turns, and also deal 14.74 darkness damage.
The damage will increase with your Spellpower.

Circle of Death

1/5

Effective talent level: 1.3Use mode: ActivatedMana cost: 31.2Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Invoke a cone dealing 86.23 darkness damage in a radius of 4. Any creatures caught inside must make check against their Mental Save or be knocked back 4 grids away.
The damage will increase with your Spellpower.

Fear the Night

1/5

Effective talent level: 2.6Use mode: ActivatedMana cost: 62.4Range: 7Cooldown: 32Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Invoke a ball of darkness that deals 168.67 darkness damage in a radius of 1. Every creature hit will start to become closer to death, reducing their global speed by 17%.
Necrotic minions' damage against those creatures is increased by 21%.
The effects last for 4 turns.
The damage done and the minions' damage increase will increase with your Spellpower.

Rigor Mortis

2/5

Generic Talents

Cunning / Survival

0.90

Effective talent level: 0.0Use mode: PassiveCooldown: 0Description: You notice the small things others do not notice, allowing you to "see" creatures in a 2 radius even outside of light radius.
This is not telepathy, however, and it is still limited to line of sight.
Also, your attention to detail increases stealth detection and invisibility detection by 0, and you gain the ability to detect traps (+0 detect 'power').
The detection abilities improve with Cunning.

Heightened Senses

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 0Description: Your cunning manipulations allow you to use charms (wands, totems and torques) more efficiently, reducing their cooldowns and the power cost of all usable items by -1%.
In addition your knowledge of devices allows you to disarm known traps (0 disarm 'power', improves with Cunning).

Device Mastery

0/5

Effective talent level: 0.0Use mode: ActivatedRange: melee/personalCooldown: 32Travel Speed: instantaneousUsage Speed: Standard (100% of a turn)Description: Sense foes around you in a radius of 5 for 1 turns.
The radius will increase with your Cunning.

Track

0/5

Effective talent level: 0.0Use mode: PassiveCooldown: 0Description: You have an enhanced sense of self preservation, and your keen intuition allows you to sense dangers others miss.
Your ability to detect traps is enhanced (+0 detect 'power').
Attacks against you have a 0.0% reduced chance to be critical hits, and damage bonuses attackers gain against you for being unseen are reduced by 6%.
You also gain an additional chance (at your normal save -20, effective) to resist detrimental status effects that can be resisted.
The detection and additional save chance improve with Cunning.

Danger Sense

0/5

Spell / Divination

1.20

Effective talent level: 1.2Use mode: ActivatedMana cost: 15.6Range: melee/personalCooldown: 16Travel Speed: instantaneousUsage Speed: Instant (0% of a turn)Is: a spellDescription: Summons an ethereal magical eye at the designated location that lasts for 13 turns.
The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 5 range around it.
It does not require light to do so, but it cannot see through walls.
Casting the eye does not take a turn.
Only one arcane eye can exist at any given time.
At level 4, if cast on a creature it will follow it until it expires, or until the creature dies.
At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects.

Arcane Eye

1/5

Effective talent level: 1.2Use mode: SustainedSustain mana cost: 40Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: You focus your senses, getting information from moments in the future.
Improves your capacity to see invisible foes by +11, to see through stealth by +5, and to perform a critical spell cast by +3%.
The effects will improve with your Spellpower.

Effective talent level: 0.0Use mode: SustainedSustain mana cost: 120Range: melee/personalCooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Echoes of the future flash before your eyes, allowing you to sense some incoming attacks.
If the attack is not physical, you will erect a temporary shield that reduces all damage of this type by 11% for 5 turns.
This effect can only happen once every 5 turns, and happens before damage is taken.
The bonus will increase with your Spellpower.

Premonition

0/5

Spell / Conveyance

1.20

Effective talent level: 6.0Use mode: ActivatedMana cost: 10.4Range: 10Cooldown: 13Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a small range of up to 12 grids.
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 1).
If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly.
The range will increase with your Spellpower.

Phase Door

5/5

Effective talent level: 4.8Use mode: ActivatedMana cost: 20.8Range: 10Cooldown: 48Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: Teleports you randomly within a large range (140).
At level 4, it allows you to specify which creature to teleport.
At level 5, it allows you to choose the target area (radius 16).
Random teleports have a minimum range of 15.
The range will increase with your Spellpower.

Teleport

4/5

Effective talent level: 6.0Use mode: ActivatedMana cost: 41.6Range: 8Cooldown: 56Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: This intricate spell erects a space distortion around the caster that is linked to another distortion, placed around a target.
Any time the caster should take damage, there is a 70% chance that it will instead be warped by the shield and hit the designated target.
Once the maximum damage (319) is absorbed, the time runs out (25 turns), or the target dies, the shield will crumble.
The max damage the shield can absorb will increase with your Spellpower.

Displacement Shield

5/5

Effective talent level: 1.2Use mode: SustainedSustain mana cost: 200Range: melee/personalCooldown: 64Travel Speed: instantaneousUsage Speed: Spell (100% of a turn)Is: a spellDescription: When you hit a solid surface, this spell tears down the laws of probability to make you instantly appear on the other side.
Teleports up to 10 grids.
After a successful probability travel you are left unstable, unable to do it again for a number of turns equal to 400% of the number of tiles you blinked through.
The range will improve with your Spellpower.

Probability Travel

1/5

Effects

talent

Blurred Mortality

talent

Necrotic Aura

talent

Frostdusk

detrimental effect

All cooldowns increased by 60%.

Decaying Ground

detrimental effect

The more you use infusions, the longer they will take to recharge (+3 cooldowns).

Infusion Saturation

beneficial effect

A flow of life spins around the target, regenerating 68.00 life per turn.

Regeneration

detrimental effect

Fatigue from poor sleep, dealing 25.93 mind damage per turn.

Restless Night

beneficial effect

The target consumed souls to gain new powers. 1 spells affected.

Essence of the Dead

detrimental effect

The target is infected by a disease, reducing its speed by 50% and doing 11.68 blight damage per turn.

Crippling Disease

Quests

Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire.
On your way out of the Dreadfell you were ambushed by a band of orcs.
They asked about the staff.

A mysterious staff

done

You met a novice mage who was tasked to collect an arcane powered artifact.
He asked for your help, should you collect some that you do not need.* Collect an artifact arcane powered item.

An apprentice task

done

You failed to protect the lost anorithil from death by snow giant.

Escort: lost anorithil (level 2 of Daikara)

failed

You failed to protect the lost anorithil from death by storm drake hatchling.

Escort: lost anorithil (level 3 of Old Forest)

failed

You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara.
As a reward you improved Magic by +1.

Escort: lost sun paladin (level 1 of Daikara)

done

You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest.
As a reward you improved Magic by +1.

Escort: lost sun paladin (level 2 of Old Forest)

done

You failed to protect the lost tinker from death by skeleton magus.

Escort: lost tinker (level 2 of Dreadfell)

failed

You successfully escorted the repented thief to the recall portal on level 1 of Old Forest.
As a reward you improved Dexterity by +2.

Escort: repented thief (level 1 of Old Forest)

done

You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire.
As a reward you improved Willpower by +2.

Escort: worried loremaster (level 2 of Trollmire)

done

You failed to protect the worried loremaster from death by orc corruptor.

Escort: worried loremaster (level 8 of Dreadfell)

failed

The affairs of this mortal world are trifling compared to your true goal: To conquer death.
Your studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth.
You will need:* You are experienced enough.* The beating heart of a powerful necromancer.* The ceremony will require a suitable location, secluded and given to the channelling of energy

From Death, Life

active

You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.
It looks extremely dangerous, however - beware.
You have slain Bill. His treasure is yours for the taking.

Hidden treasure

done

It is time to explore some new places -- dark, forgotten and dangerous ones.
The Old Forest is just south-east of the town of Derth.
The Maze is west of Derth.
The Sandworm Lair is to the far west of Derth, near the sea.
The Daikara is on the eastern borders of the Thaloren forest.* You have explored the Old Forest and vanquished Shardskin.* You have explored the Maze and vanquished the Minotaur.* You have explored the Sandworm Lair and vanquished their Queen.* You have explored the Daikara and vanquished the huge fire dragon that dwelled there.

Into the darkness

done

The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful -- even the Dwarves have not ventured in these old halls for many years.

Let's hunt some Orc

active

Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory!

* You have explored the Trollmire and vanquished Prox the Troll.* You have explored the ruins of Kor'Pul and vanquished the Possessed.

Of trolls and damp caves

done

As you approached Derth you saw a huge dark cloud over the small town.
When you entered you were greeted by an army of air elementals slaughtering the population.

Storming the city

active

Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.Stire of Derth has completed an elixir of avoidance without your aid.You have aided Agrimley the hermit in creating an elixir of focus.

The Brotherhood of Alchemists

active

You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell.
There are disturbing rumors of greater undead, and nobody who reached it ever returned.
Perhaps you should explore it and find the truth, and the treasures, for yourself!

The Island of Dread

done

You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena

The agent of the arena

done

You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.
19 lumberjacks have died.

The beast within

done

You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.

Inventory

The Untouchable (14 def, 12 armour)
Requires:- Strength 16

Powered by arcane forces9.00 Encumbrance.

[Unique]
Type: armor / light ; tier 3

When wielded/worn:
Armour penetration: +10
Armour: +12
Defense: +14 (+11 eff.)
Changes stats: +8 CunWhen you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken.

This rugged jacket is the subject of many a rural legend.
Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost.
All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said.

When carried:It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000.

This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy.
The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you.

When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level.
Simply go to your inventory to move them out of the chest if you wish to keep them.
Items in the chest will not encumber you.

Transmogrification Chest

Rod of Recall (1/1)
Powered by unknown forces2.00 Encumbrance.

[Plot Item]
Type: charm / rod

It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400.

This rod is made entirely of voratun, infused with raw magical energies that can bend space itself.
You have heard of such items before. They are very useful to adventurers, allowing faster travel.

Rod of Recall (1/1)

Heart of the Sandworm Queen
Infused by nature0.00 Encumbrance.

[Plot Item]
Type: corpse / heart

It can be used to consume the heart.

The heart of the Sandworm Queen, ripped from her dead body.
You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere.

Heart of the Sandworm Queen

Achievements

A dangerous secret (Roguelike)Found the mysterious staff and told Last Hope about it.
By Goon the Cornac Necromancer level 276th Decay 122nd year of Ascendancy at 01:36see stats

Against all odds (Roguelike)Killed Ukruk in the ambush.
By Goon the Cornac Necromancer level 263rd Decay 122nd year of Ascendancy at 15:43see stats